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- d, c5 m1 `5 \* U$ u$ S3 K! q2 `http://www.matrixgames.com/forums/tm.asp?m=3185062% Z- Z% @) {- v2 A8 x& }
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已经共享到岛群QQ和本论坛置顶资源帖4 D2 W3 E" O/ W6 ]4 M' P
' U& j0 B/ x# m大量更新,详见列表:
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Change History:( A* Q& @4 r2 V5 U' z0 W) Y( V% o
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 F( @& v; k3 k6 w. u/ d1. Seventh Update – This release is a comprehensive release updating all previous/ C1 [! B9 l- N+ q* t: l
versions to v1.01.17 beta, D: Y8 s- D. X6 C
2. Code Changes% \+ w* J4 \) m4 ]
Fixed' K% H8 \. A7 @ K3 y4 ]$ ]
1. Display of AF/Port icon between player saves based on player's intel. m& R9 g6 l9 _% Y. ^9 Q
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 C7 W3 G, q" ~& S' P' j
weapon list updated' e1 [* s) g( o' K
3. Reported cargo/troop safety values incorrect when no cargo/troop space
% t8 w; h0 `; I9 w4. Allow smaller 'reserve' space for small groups on ships8 ^2 `# k; g4 P6 @$ v. F1 `
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( S: w' q3 ^" Z6. Correct attacking plane count before final post-air combat
" S/ O* b3 _" G' ^4 U7. Pilot promotion may have occured in error sometimes
8 ~1 f$ L L4 o6 J6 k0 A8. Raid detect message sometimes dropped of the combat report. n& C. D7 |3 S$ F( J& [
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 _) s9 p) Z" w1 x7 q- \
generally
7 `. l1 E6 G; a3 u: H10. Some pilot-leader connections were being corrupted
. i6 \0 j9 \( ?6 `6 b4 i0 P4 r% v11. Movement bug with following units due to incorrect move indicator. Seems to fix a few( a" K7 N5 R6 p) ^2 {
other move issues due to the incorrect indicator
6 d$ J& A, N9 k12. Wrong ship sometimes reported in Ops report for TF movement which causes some
2 F' o# S9 v! Z4 {$ ^5 l3 cdamage
1 r: _3 \! e2 A. v: J v- r13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
' x# v, d0 m4 h9 P14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 u q- a% g0 a0 f" a x9 tdate sort% I% `" A% m; Z1 I$ I
15. ASW groups not allowed to attack sometimes. W2 Q7 n! M' M2 m2 k& Q, e
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 _8 h' }" C- M/ \) B" ? CHQ/LCU to jump to reinforcement queue+ t( ~7 u0 R+ j
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 U9 Q5 z0 u( C+ l ~3 \8 G8 j. @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 Q6 b! Y8 n" [4 W! {
at start of AE but crept back in sometime during updates0 S. f* d/ V" U, v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the- k" a3 r1 p# z8 f% |3 D% g: G
fragment.. x9 P1 o( I, w; @$ ?5 u
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade% K# p5 p% E S2 h4 R
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' o( Q" H5 a3 \, m/ Qshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full) z" V t0 E9 `0 `' f k! E* p
set9 W: J. c4 |( ~ v
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# x4 I5 Q" \: t% Q. N23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) ?/ T, J1 c _: `) R# P6 {24. Bug caused F/FB to sometimes bomb at low altitude4 O; N |- _( Q+ E1 b6 C- ?9 f( G9 P
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- P3 f4 i6 X$ Y( s9 B9 H8 q
occurring properly.7 a, p3 q, K) b4 E8 b3 @
26. Bug in Industry 'failed' indication not showing properly sometimes/ E( E! C1 j5 D( Y
27. Location check at scenario load to include small map sceanrios1 E4 j O, t' i/ R) L& W& j
28. Bug in air supply to fragments in a non-friendly base hex3 N4 C/ m+ A* P* d! w# ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
3 ^8 U$ g! V" F' l* Z+ Vbeing set to homebase before execution of the mission – ie was returning to base/ Q" u6 M0 _3 t9 M1 L
immediately
+ C, K& Z9 U/ q/ J% Q30. Error in Strategic map display. V5 X8 }9 B0 j2 \; e6 M" n
31. Additional and stockpile options were not turned off when base was captured5 g. Y1 k( M3 P9 _7 B7 t1 C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 `1 h4 \( g9 l2 j b- }mouse over0 d& T' A5 Z [6 F7 F; f! |6 @3 r! `
33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 I4 |& ^7 Z+ Xchance to gain experience if >75% prepare and < 50% national exp level8 K# N, V* A/ C' f5 o0 m
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
" G' N$ V$ f" } l& m( Y9 halleviate the incorrect experience gaining happening while in reinforcement queue
" r1 C) h; u# O/ G$ J7 ~0 l35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 ?9 _! B/ S! I6 u' ~* p& @: Bcaused unit to jump “off-rail” and move overland3 _2 a8 Q0 m8 q! }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 ]/ T( G' y5 n* T% i37. Excessive accident messages on unload from TF reported5 g" r1 b$ v) f2 N3 W
38. Reworked editor sub-unit merging as some devices could drop off the unit list when0 {. B$ C }/ m7 R9 x
merged causing smaller size unit than expected' j8 g* N' K3 J2 Q8 A) T
39. Corrected possible TOE error in scenario data load for inactive units1 }8 \9 F8 O; W8 w, h% f
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; R( G1 N4 ?' v2 a( I0 s5 ^( f/ Ghowever be allowed to do this.
7 G4 o/ m X; W: d3 K) M& X41. Possible CTD if sinking ship's load was a group
# }$ J0 I( x8 K+ v' `/ E6 V42. Limit the number of devices built from resources per unit during LCU replacements; this; y/ h: }" E" ]5 _% Y
was causing an over production for that turn
8 z$ R3 d0 u; l43. Retain day/night setting when creating group fragments0 L4 g4 v3 B. N( Q, R* F2 i
44. Adjusted supply and fuel values in base list not to overrun the space: M X6 M3 s& X9 j" C- m4 M/ P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! Q$ y& N2 C w% e6 m- N) A' g" Aadded YMS to Sweep TF in line with manual and code
6 P( r* i- ~. y6 T6 b1 U7 B) r" N' i46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; \0 W' G/ W6 D
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
: v) |- D% W* N0 O: srebuilding of destroyed units is not affected by this.$ `& g' Y7 u+ @. }$ L
47. Carrier capable and trained text not showing together on Group screen; D# v* {( @" V/ _; R* W$ X
48. Handle any blank re-name changes by ignoring them
" Z0 n4 d- n+ S- k& E# U49. Possible CTD when air fragments combine
/ s; m7 S' o# L ^ F2 F- T7 u50. Unloading TF can freeze a LCU onto a ship under some conditions: b9 Q, x+ G6 E4 Z8 r5 V- a. P
51. AI not behaving if main HQs missing (affects small map mainly). S _4 p& N8 P+ D! w6 _
52. AI using AGC for normal land units – removed from TF if not needed: Y9 {* G- P. r5 a; e B6 E
53. Soviet activation message not in Ops report
/ k1 }* }/ T9 M6 |' _54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- s4 S3 k3 k i) Z6 f* H
55. Clear Soviet air balance if not activated. Possible incorrect base switching( D" C3 ?: I* ]8 w L
56. Sub attack against docked TF not happening for port size <36 A% }2 F2 ? v$ C; V
57. Unit type changing unexpectantly
4 N- t3 t9 I& b- l: N/ A: D58. Torpedo replacement on plane sometimes is missed- v7 \* r4 w) Y1 ~
59. Double handling of overstacked supply requirements
# E1 u9 a7 C2 |, d3 x @60. Fixed alternate weapons for port attacks
' F- r) }9 ^ w* Z+ w' S5 D/ j61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 a+ p3 o( y2 r5 i8 U+ V
sometimer in the ship repair cycle.
8 \7 l4 g7 @, q62. Ship tonnage over 32K could cause repairs to fail9 O$ P' s7 o$ w" D: t& {
New
/ R- B0 u8 _5 }* x% j1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
! K. A+ l" s3 C3 Vport
$ X8 L. q1 C, p! D7 p) f( X4 L! t2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 G7 i2 s) z" I; n; k& d5 o4 a
Tenders not counted
( c, K/ |4 U7 [3 Y+ |6 n2 S7 E3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# w* ~5 I2 H8 _- t4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ P7 n7 D0 l2 ?% H
to remove damaged ships from TF
/ M) }. p4 c$ p( i3 f* z9 I) L- w5. New filter for “non-building” devices in Industry pool screen% a: C" ?/ U& p
6. New filter for “non-building” aircraft in Air Replacement pool screen
' G+ E. _+ `$ `9 |; Y0 d u7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( S m& ?, J- W" s
mines (^) detected- z" C7 D: T3 ^+ o
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 n' ]" {* F9 @‘button6..’ image files, then these will be shown. If not, by default there are shown as) V5 S' O$ M- g+ s6 B+ S5 s
standard parachute unit icons3 l( [7 h* s4 W& l
9. Air/port damage and building is shown in base mouse over
3 _5 m/ P) H; k& q2 R* z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 G2 C( w4 g5 `! p7 `; s, w11. TF can be routed to stay within coastal hexes as much as possible, M& G* P& i6 h
12. On Top Pilot screen show the 'ace' cut-off value if more than 1* g( P N# f, Z+ A. D* }
13. Added option on group and LCU reinforcement screen to turn off replacements8 u' l8 x, L% ?' c7 E
14. Current base can get supply returned to it when reserve planes returned which were
, m7 Y9 W# @0 @+ E0 E8 X: Ooriginally supplied from another base1 _! P' \( ?& C( h2 n- q2 ] X
15. Unit type filter on Troop Loading screen9 d1 g+ e" o/ _
16. Report killed ground units if not in combat report
0 j* R) P1 j3 R$ D# R- BChanged
! n$ j t6 O$ @) X2 n* C/ U1. AF of 8+ have AV support doubled for purposes of determing support for air operations* t0 V7 V" d' _. R! `5 k: X: C& I6 f
(complements fix 18 above): S6 Z% R6 ?/ c
2. Permanently increased pilot array to 70K
: r0 A+ [& n0 F4 ~8 w3. Increased number of air combat rounds are a factor of total aircraft involved. N+ A& u) O* }
4. Allowed submap to submap movement if land connected for land units. Should have been; ?. z6 e8 S$ d0 ^5 o5 F# l; d2 K
so as per Andrew Brown0 T& _# {4 N/ o; m' s ?4 N! {
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 V1 F8 N% h% I4 s9 j1 Gdelay toggle instead+ m" p* j+ e# W1 |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' P6 A/ e; j* c4 m, Q1 Hmaintenace a bit more
9 D4 r7 C3 y( a& T2 M7. Support device replacements won't decrease the overall experience of LCU units. This does
; O: q$ b9 Q% R ^: Anot alter the overall EXP change due when any replacements are received.* S. [& h+ _2 p# K: T
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction% {) l( w/ H' Z. H5 T( ^3 B: \
between the two but could break current games.% d& `0 H' H7 Q. B' ?( Z7 n
9. Some LCU Prep points may be retained if unit is experienced
* \0 d2 ^7 n* a3 E' N) K, jNotes- G: f; z$ ^" `
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: k; c/ @2 V$ x/ |$ i
should not change player or HQ, even if not in play. These original HQs are used by the AI
6 f6 S* c$ X+ i; h5 J4 D9 k' zroutines so changing or deleting them can put the AI off. Changing other elements should! T4 E9 g5 `- T; ?1 a% @( q" e0 F+ `
be okay., Y7 }8 w7 X" u& W' k- p$ f
2. Clarification to weapon filters for aircraft:2 G2 R- {" G6 C
PM_NAVAL_ATTACK 2 // used for naval attacks
& r9 d( u. ?( S: t ~PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( q/ {( |+ @3 O/ f a, K3 ^PM_LAND_ATTACK 8 // used for land (ground) attack
+ q& Y# m" S/ _6 b7 b/ }PM_PORT_ATTACK 16 // used for port attack7 j/ u" ^1 ?! l _8 E1 N0 P
PM_AF_ATTACK 32 // used for AF attack- D2 _6 u2 @7 @" k1 C* I; w( W6 {
Dropped any reference to secondary values for land and AF as they served no special use.: x$ u2 f3 N, a7 t
Clarification changes
- v( ^( n8 @9 q% c% R- o1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 y2 {- U) a# h1 g( }bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 \" `' W' g; d. l3 dMONGOLIA(91) or TANNU_TUVA(92).# g' D3 ~" E( V7 z- w4 T
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
/ I$ X7 ^9 _+ [- C, [$ eb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& e$ B7 n. m9 X6 X; O+ ~. \6 I2 A
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 A0 e& u0 D3 e0 L' Qafter Soviets are activated, but can’t move
( q) `: H" \1 @7 U( ?d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ T2 j. B# Z6 g+ k7 q; J% Z2 b% p- y) f
disbanded in port.
( Y7 Y0 e% B% B. a: n8 Z$ w G5 ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, W3 f4 b$ d9 s( }
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |